Project Nova Ongoing Updates – May 18th-20th

May 18th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel
Pokey Dravon
Something I’ve been wondering about. Can you clarifiy what you mean by “replace bandwidth with capacitor”? Going by terminology alone, those are very difference concepts that are not really linked at all. Could you share your thoughts a bit?

CCP Rattati
Basically the problem of laying out multiple deployables which we bandaided with bandwidth. If each deployable reduces cap while it is active, I think it’s possible to balance with the dame underlying methodology instead of taking on bandwidth again. Always use on system if possible.

sebastian the huds
What would the differences be though? From the sounds of things, it will be the same as bandwidth. Is there going to be something else that uses capacitor?

CCP Rattati
Active and passive modules

sebastian the huds
Ah, last question I promise. Cap batteries?

CCP Rattati
Ther is no reason they couldn’t exist. Or increased cap or cap recharge based on suits. Logis high, heavies low.

CCP Rattati
Let’s walk through an example of how this could work. You have a suit with 3 slots and 100 capacitor, 10 cap recharge. First slot, passive armor rep, +2hp/sec. Because it’s passive, it simply cost cap throughout the battle, lets say 30 cap. Now you only have 70 during the battle. Then you have an active module, let’s say shield recharge. Because it’s active, it doesn’t have a cap cost, only activation cost; let’s say 30 activation cost, 3 second duration, recharge when active of +10hp/s, cooldown 10 seconds. So the cooldown actually lasts longer than the cap recharging to full. And lastly you throw out a nanohive, now that both has activation cost and maintenance cost. So the cap goes down to 50, lets say, and the activation cost is 50, so the cap goes down to zero but ticks back to 50 (100-30-20).

So you cant spam everything at once, you have to think about timing, but you can also simply use passives (lower powered but always on) and not think about them. This ties into waves of opportunity, if 2 well matched combatants meet, it may be up to abilities and counters. You use an active damage mod, I counted with an active shield recharger, ect.

Analysis

 I actually expanded on this idea in our first episode of Theory Workshop. First of all this confirms their intention to include active modules for dropsuits which honestly suprised me. I figured that active modules outside of equipment would be considered too difficult to manage during regular FPS combat. However, as a former DUST HAV pilot who enjoyed the days of micromanaging 6+ modules at once, this is a very positive surprise for me.

Secondly it seems like the general idea is to provide balance between passive and active modules by having passive modules reduce the availability of capacitor which is required to drive active modules. All in all I think that a mix of active and passive tanking will be the norm but using capcitor as the limiting factor will be fairly easy to understand. What is currently unclear is what metrics they intend to use to determine if a fit is invalid or not. As I outlined in Theory Workshop, it might make sense to tie those limiting factors to capacitor as well, but that is my personal opinion.

XxBlazikenzZ
Will there be anything can force cap to drain? Like Neuts ect.

CCP Rattati
With this system, EWAR is possible but not guaranteed. It’s at least a foundation that supports it. Some dude running around leeching cap.

Analysis

It’s easy to get in a pipe dream of all the various EWAR things that could be done such as Neutralizers, Nosferatu Modules, Cap Transfers, ect. I have some reservations about direct reduction of Capacitor to enemies…I feel that may be too harsh on people who choose to active tank but perhaps that’s best to be tested and see how player behavior evolves.

CCP Rattati
Highs and Lows [Modules] do not necessarily need to exist. They are very spaceship centric. High and low doesn’t mean anything, offensive and defensive helps. We are forming all our designs around intent. Intent is deep and satisfying customization then it’s our job to make it EVE and smart. High and Low, PG/CPU are simply one way to do so.

Analysis

Essentially what he is getting at is that specifically using the terms “high” and “low” slots do not have any inherent meaning, and could be confusing for some people (one player jokingly asked if high slots were for modules on the upper half of the body and low slots were for the lower half). He has a point that while the terms “high” and “low” are references to EVE, they don’t really mean much to the average player until they are specifically told what they mean. Dividing slots into more readily recognizable categories would help players understand the system more readily without really decreasing depth of play.

XxBlazikenxX
What balance changes have occured between the end of Dust and note to weapons? Have certain weapons changed?

CCP Rattati
weapons are completely redone

Analysis

This ties in with other conversations where weapons are modular and have various attachments that can be fit to the weapon. Obviously this adds several new options and variables to weapon design so I expected things to effectively be reworked completely. DUST values may be referenced, but I would expect some difference.

kiabanor
Makes me wonder how the “slots” would align to certain roles

CCP Rattati
Slots do not. Again, there are classes in Nova, but not class specific gear nor slots in the current design. Classes being classes, suits are of a class, not vice versa. Logistics is a class, Heavy, Medium, Light, subclasses support/assault so vanguard, the old commando is heavy assault, ect.

Analysis

Ok so the way he explained it here is a little confusing so let me break it down to the best of my ability. I will also expand on this idea in a later episode of Theory Workshop. There are effectively two categories of suits, Assault and Support. Each of those is divided up into 3 sizes for a total of 6 classes. I suspsect the classes are as follows.

  • Assault
    • Heavy Assault – Vanguard (Old Commando)
    • Medium Assault – Assault
    • Light Assault – Infiltrator
  • Support
    • Heavy Support – Sentinel
    • Medium Support – Logistics
    • Light Support – Marksman

As for how many slots each suit will have, that’s a bit up in the air. I suspect this will be heavily depending  upon whatever metric they choose to divide slots up (if any). We will need to get more specific details on this later.

CCP Rattati
Ok, an example. There are 6 classes. The dropsuit the player can choose from in the beginning are on of each of those classes. Let’s day a Kor-Azor Sentinel. It will have 6 Sentinel equipment that fit the roles purpose. As you play the sentinel, it will require skill points of a sort and once you have done enough you can upgrade to the next tier. At some point, the gear becomes tradeable between classes and skills that support the specialization will be uncovered. That is the basic idea.

Now, once you have everything unlocked, everything through playing, we will have upgrades, possibly rig-like that can be crafted or looted. These will be consumed 1 per battle. These upgrades are plugged into a firmware type slot on the dropsuit you have. So you might get a Kador firmware, plug it in and it will swap skin and give some different bonuses. These bonuses can be quite powerful because they are consumed.

Analysis

I later sat down with Rattati a bit later and clarified exactly what this all meant and will later be expanded upon in a later episode of Theory Workshop. Please keep in mind that we only confirmed the current design intent, and is subject to change. Effectively there are the 6 base classes you choose from that go through 3 stages of progression.

  • Stage 1: Dropsuits are prefit with various modules and equipment. As you play the class, various bonuses will be unlocked for the modules/equipment for the suit. Once all of these bonuses are unlocked, you are qualified to upgrade your suit to Stage 2:
  • Stage 2: Leveling up through stage 2 will unlock bonuses/skills that dive into the specialization of that class. Additionally it will start to allow you to take the modules fit to the suit and transfer them to another class to be used. For example leveling an Stage 2 Logistics that might be fit with a repair tool would allow me to transfer that repair tool to another class. Please note that any bonuses for specific modules unlocked during Stage 1 are tied to the suit and will not carry over when used on a different suit. However, there may be some overlap where bonuses that one suit has may benefit a module or equipment that was transferred from another suit. 
  • Stage 3: Reaching Stage 3 unlocks a special slot on your dropsuit for Firmware. Firmware is one of the few modules that are actually consumed when used in battle, but will only be consumed at the end of the battle. This means that you will only need one per battle. Firmware will likely be attained through various methods such as earning them from factions by doing missions. Firmware can change various things, but the primary purpose is to modify the suit’s bonuses to meet the design philosophy of the faction from which the firmware originates. These bonuses can be more potent than the base suit bonuses because the item is a consumable.

So my basic breakdown of how this will affect the user experience is as such:

  • Stage 1: Very straight forward for new players. Typical class based combat with premade fits so the focus is more on learning the game. Advanced users may be able to customize heavily if they have unlocked modules and equipment from other classes.
  • Stage 2: This is the primary unlock stage where players will unlock the majority of the content and gear to be used on all of their suits. Specialization also starts to take a more noticeable form and the player starts to feel the exact sort of role they’re playing. 
  • Stage 3: This is the end game state where players are hunting down, earning, and crafting firmware to further modify the bonuses associated with their suit. The interesting part about this is that this stage is easily expandable, as developers can easily add new firmware to the game to create new twists of the core 6 classes.

Once I got clarification, this made a lot more sense to me. It keeps things extremely simple for new players but provides rewards for leveling up that specifically benefit the class they’re playing. Advanced users will be able to customize on a high level if they have the gear unlocked from other classes. Finally the the firmware system allows for really specialized players to gain even more options to customize their dropsuit with. The key difference here is that you never really make an obsolete dropsuit, you simply upgrade the base dropsuit to have more and more options to work with in your fittings. Overall a very reasonable system.

Ripley Riley
Are things like dropsuits, weapons. and modules consumed?

CCP Rattati
No. Only consumable things. Risk/Reward I have explained before. The ISK loss mechanic. I do not want people to hide from losses. Only to reap more from killing high powered enemies and winning missions.

Ripley Riley
If you don’t purchase equipment with ISK, because you don’t lose equipment, what do you do with ISK?

CCP Rattati
You upgrade with ISK. Everything is a blueprint except consumables.

Analysis

We’ve touched on this before and it’s confirmed now. Individual deaths do not yield a loss in equipment, just potentially an loss in ISK. The only items consumed are ones specifically designated as consumables, such as Firmware, and these are only consumed at the end of the battle, not upon death. This encourages players to focus more on winning and less on avoiding death. It also seems that ISK is primarily used to purchase upgrades, but in reality the real prize players will be working towards are rewards from various factions such as firmware upgrades.

XxBlazikenxX
Will there be any plans to introduce a bounty mechanic?

CCP Rattati
Bounty is cool but not a priority.

Analysis

Bounties are cool but not required initially. There are other systems that should take priority, but it would be fun to see this eventually.  

May 19th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel

CCP Rattati
[In response to an ongoing discussion about FacWar in Nova]
I would have just stop assuming FW 1) Exists, 2) Behaves like EVE if it does, 3) Behaves like DUST if it does. The branching of the player base didn’t make much sense. I would mostly rather do it this way:  Mercs are always part of “FW”, the enver ending war of New Eden. All missions/contracts are happening in that context ie. Pubs. Each battle simply can be given a “pick ISK’ or “pick standings” as a reward. We are also thinking agents, granting missions, each levels up and grants stronger missions, and more standings.

So, the element of fighring for other people (NPCs) should be in the context of FW. Fighting for yourself is “PC”

The faction “allegiance” that some players crave (I am Gallente) has to be fulfilled within either of those. PC, start a Gallente only corp. NPC, do Gallente missions. There can be no third “game mode” which is allowing me to fight for my faction in a persistent way.

Analysis

Initially I read this as “We’re removing Faction Warfare from the game” but it actually seems more like they’re removing the random pub matches from DUST and FW is becoming the new pub. You’re allowed to fight for whoever you want just like you could in FW to earn standings and other rewards from them. If you want to be loyal to a certain faction, just do missions for only that particular faction.

The shift to a “PC-like” game mode is essentially the shift from fighting for an NPC to fighting for a player corporation. This could take the form as being a member of the corporation or a ringer for higher. Either way it seems that the act of role playing is entirely on the player’s shoulders to actually play the role they want.  I am however a bit disappointed that there is not a smoother transition between “Low Risk/Low Reward” Pubs and “High Risk/High Reward” endgame content. However this transition may be smoothed out by various levels of mission difficulties.

On that note, I find the mention of “stronger missions” is a bit odd. Typically speaking PvP does not have scaleability difficulty due to the fact that the enemies are human, so its impossible to make a PvP missions “stronger” or “more difficult”. However if there were PvE elements to the mission, that is something that is absolutely scaleable. Just something to keep in mind.

CCP Rattati
We are not copying a single system from DUST to Nova. We are trying to translate the soul.

Draxus
What do you think DUST did best?

CCP Rattati
Well that’s what the pillars are supposed to represent. Universal equipment means it’s not a traditional class shooter. There is freedom to mix and match. The freedom to be sub-optimal because you choose to. Min-Maxing. Great loot, DUST had officer weapons and Nova will have some elements of that. We are trying to adapt the vehicle system of active and cooldowns into the whole FPS which I think was super cool in DUST.

Analysis

I can already hear DUST Fiend screeching at the vehicle comment. For me the fitting and micromanagement of modules when I used to pilot HAVs (back before the shift to all passive reps) was actually my favorite part of the game so I’m really looking forward to that. Hopefully the fitting will be just as deep.

CCP Rattati
Laser Rifle will probably be re-purposed as a marksman weapon or sniper/sharpshooter. Sound will not be re-used but original used as a reference. That’s the same for all weapons.

Analysis

This is actually pretty disappointing to me. I felt the Laser Rifle was one of the more unique and interesting weapons with its unorthodox range profile. Hopefully whatever form it takes will retain some of that uniqueness. Also I’d love to have the old “kickball” shotgun sound from back in closed beta!

May 20th 2017 – DUST 514 Veterans Discord Server – #project_nova Channel

CCP Rattati
[In response to a link of the Theory Workshop – Capacitor and Module Interaction blog post]
I was just going to that Pokey is pretty good at translating snippits. That writeup is a fairly accurate description on the equipment system we have in mind.

Ripley Riley
So capacitor is the fitting resource then? Huh. Well, it’s not I expected, but I don’t hate it.

CCP Rattati
That’s actually the only thing that is not in our plans or, let’s say, I want to avoid “invalid” fittings. It’s better to have firm design principles, like “no invalid fittings” and figure out a solution.

junotristan
Does no invalid fittings mean that there is a flatter/no module progression? i.e. can put all factional gear on a civilian dropsuit? You’d just be gimped for capacitor and not be able to activate anything?

CCP Rattati
You are assuming that there is 1) module progression 2) multiple version of a dropsuits taht have different cap. eNeither of these are in line with the design principle of “no pass through content”.

Ripley Riley
So the differentiation between dropsuits is more base attributes then? Not things like capacitor, PG, CPU?

CCP Rattati
There can be a difference between classes, but the concept of having a lower or higher tier class (i.e. Advanced suit AND a prototype suit of the same class) is not. And then skills on each class to support its role philosophy.

[He goes on to more or less explain what was covered before regarding the progression system]

junotristan
If you upgrade somethign from Tier 1 to Tier 2, isn’t that the same as picking advanced over basic? Just that you no longer have access to basic?

Dracus
I think it’s more about specializing

CCP Rattati
Yes, but it does not imply that you have more cap.
So now you have the Kaalakiota Assault. It has 4 default equipment on it that we say make sense. Let’s say a hipfire mod for argument’s sake. As you fight missions, you will earn XP for that Assault and unlock bonuses for the equipment types that make sense ” Better at X and Y” going towards specialization. Once you have have earned bonuses for the 4, you can upgrade up to the next Tier. Spend some ISK to do so and enter the unlock stage. Now as you get more XP you will unlock the gear from suit so other classes can use them. That is the flexibility progression. Once you upgrade to Tier 3, you open a firmware slot.

The firmware can be inserted, so a Lai Dai Firmware overrides the Kaalakiota firmware which gives it different modules bonuses, so you can change the fitting. The Lai Dai has a skin you can use but the skin can also be overridden with a skin of your own if you have one. The firmware “might” have more or less slots, but mostly Iw ant to keep the slots the same number.

So this in my mind give the freedom of EVE with a guided progression for new players. Lastly, the firmware might be consumable per battle.

Avallo
Also firmware is a “consumable” like items in DUST were, so for that added specialization you have to pay ISK for those suits, correct?

CCP Rattati
Yes, so you choose, high level battle. I am going to go in with my best firmware that is not insured and costs ISK. Some firmware is only available with standings.

Analysis

He goes on the re-explain more about progression, but we already covered that in a previous analysis (I will include it again after this comment). One further clarification is that your base available stats will likely not change as you progression through the Stages/Tiers, just bonuses and availability of options.


I later sat down with Rattati a bit later and clarified exactly what this all meant and will later be expanded upon in a later episode of Theory Workshop. Please keep in mind that we only confirmed the current design intent, and is subject to change. Effectively there are the 6 base classes you choose from that go through 3 stages of progression.

  • Stage 1: Dropsuits are prefit with various modules and equipment. As you play the class, various bonuses will be unlocked for the modules/equipment for the suit. Once all of these bonuses are unlocked, you are qualified to upgrade your suit to Stage 2:
  • Stage 2: Leveling up through stage 2 will unlock bonuses/skills that dive into the specialization of that class. Additionally it will start to allow you to take the modules fit to the suit and transfer them to another class to be used. For example leveling an Stage 2 Logistics that might be fit with a repair tool would allow me to transfer that repair tool to another class. Please note that any bonuses for specific modules unlocked during Stage 1 are tied to the suit and will not carry over when used on a different suit. However, there may be some overlap where bonuses that one suit has may benefit a module or equipment that was transferred from another suit. 
  • Stage 3: Reaching Stage 3 unlocks a special slot on your dropsuit for Firmware. Firmware is one of the few modules that are actually consumed when used in battle, but will only be consumed at the end of the battle. This means that you will only need one per battle. Firmware will likely be attained through various methods such as earning them from factions by doing missions. Firmware can change various things, but the primary purpose is to modify the suit’s bonuses to meet the design philosophy of the faction from which the firmware originates. These bonuses can be more potent than the base suit bonuses because the item is a consumable.

So my basic breakdown of how this will affect the user experience is as such:

  • Stage 1: Very straight forward for new players. Typical class based combat with premade fits so the focus is more on learning the game. Advanced users may be able to customize heavily if they have unlocked modules and equipment from other classes.
  • Stage 2: This is the primary unlock stage where players will unlock the majority of the content and gear to be used on all of their suits. Specialization also starts to take a more noticeable form and the player starts to feel the exact sort of role they’re playing. 
  • Stage 3: This is the end game state where players are hunting down, earning, and crafting firmware to further modify the bonuses associated with their suit. The interesting part about this is that this stage is easily expandable, as developers can easily add new firmware to the game to create new twists of the core 6 classes.

Once I got clarification, this made a lot more sense to me. It keeps things extremely simple for new players but provides rewards for leveling up that specifically benefit the class they’re playing. Advanced users will be able to customize on a high level if they have the gear unlocked from other classes. Finally the the firmware system allows for really specialized players to gain even more options to customize their dropsuit with. The key difference here is that you never really make an obsolete dropsuit, you simply upgrade the base dropsuit to have more and more options to work with in your fittings. Overall a very reasonable system.

junotristan
Would you be able to have to suit set up as Kaalakiota and Lai Dai in your fitting options (and if you’re willing to pay the per battle fee) use both in the same match?

CCP Rattati
No, you save it and bring it to battle. No in battle modifications. Just a mess and takes people out of the battle. You pick you suits and commit, that’s strategy. How you use them is tactics.

Analysis

I’m actually not sure if Rattati understood the question Juno was asking. I think Juno was asking “Can I have multiple fits of the same suit?” such as a Sentinel fit with one firmware, and then that same Sentinel fit with a different firmware, and pick between the two of them mid match. I think what Rattati answered was “Can you edit fits mid-match?”

So at the very least we know you cannot edit mid match, but it’s unclear if we will be restricted to a single fit per class or not.

CCP Rattati
Battle consumables also make you commit to winning, not conserving. Insurance and opt-out insurance can be where you choose your risk/reward. Firmware changes your suit and is part of the loadout, so it’s used by committing to battle.

junotristan
Has the EOM ISK payout been developed? i.e. fixed fee for the win, for placing 1st on the laderboard, ect.

CCP Rattati
Most of it, but that’s just numbers. Winning the mission is 1, 2, and 3. Not individual effort and least of all individual losses. I hated when I would run proto, try to win, go 12/12, and lose horribly. I agree the players thinking “I lost 2 proto suits and now I’ll snipe” doesn’t make for fun games.

junotristan
So if I queue up for a pub match and I decide not to pick my flashy firmware suit, then when I get into the fight and it starts to escalate and I need to bring in my Lai Dai firmware, will I not be able to do it? As I haven’t picked it beforehand

CCP Rattati
Yes, that’s a part of the risk and reward. Skill over gear.

Analysis

If I’m reading his intent, he’s just reiterating that focusing on individual losses is not rewarding and encourages loss aversion behavior. The ability to opt out of insurance is a nice way for players to decide how much risk/reward they’re looking for in the battle.  Players need to plan ahead to see what their needs will be in order to win.

junotristan
Will pub matchmaking work on what people have committed to the battle or a player skill/Mu rating?

CCP Rattati
Good question, needs consideration.

Analysis

Indeed a good question. I’m curious to see what they come up with.

Avallo
I assume not having racial parity allows for more racial flavor as well?

CCP Rattati
Each suit should stand out, not be varying sizes of humans.

Analysis

Really looking forward to this. I always loved how the art team came up with some really spot on and interesting designs for suits and weapons, can’t wait to see some new stuff.

CCP Rattati
Firmware can be powerful because it might be look, and it’s guaranteed to disappear. If it got lost on death, then super good players “will not die” and keep their advantage

Analysis

This solves the issue we saw in DUST where players would run in packs of Proto and stomp everyone else in the map and then lose no money because they never died. This guarantees that you’re committing to lose that advantage if you want to use it, regardless of how often you die. So players could theoretically group up and stomp with buffed up gear, but that advantage is guaranteed to be lost regardless of how well they do.

CCP Rattati
[Regarding pre-made fits for T1 dropsuits]
They are default, so no starting with empty slots, going to market, finding a skill, upgrade skill, buy wrong mod, buy right mod, not have PG/CPU. Which might help the NPE.

Analysis

Effectively removing the multiple steps a player needed to do to put together a fit early on will very much help the NPE. It still maintains the flexibility that advanced players will want, but for a new player the system allows them to hit the ground running.

Pokey Dravon
So when you use a weapon and gain experience in it, the fixed progression is basically unlocking variants such as Assault, Burst, Breach, ect.?

CCP Rattati
Actually yes, Thematically that’s the feeder in a modular weapon. Barrel, clip, stock, ect. to be swappable. Scopes. Basically get weapons XP based on usage and effort.

Pokey Dravon
Ahh I see. So you’re unlocking these attachments, and then fitting you gun which can modify a number of things. Are those unlocks linear? For example I want to first unlock the high fire rate magazine and then level more to unlock the high capacity magazine? Or does it branch off so I can pick and choose what to work on unlocking?

CCP Rattati
Probably linear

Analysis

Expect guns to be reasonably modular. It doesn’t seem like they go quite in depth as dropsuits (no active modules or anything like that) but leveling up a gun will unlock attachments that can be used to custom fit your weapon. Pretty common these days in FPS games so players will expect to see it, so I’m excited.

Pokey Dravon
In general it seems like the focus is moving away from “get tons of skills” and more towards “unlock lots of options” and the meta is build more around a wider set of fitting options.

CCP Rattati
Skills are contextual. There is no skill tree and no skill books. If you unlock a rep tool, it may mean that you yes, bought a skillbook and trained it.

Analysis

A couple parts here. For one the steps of buying the book, then training it, then buying the item the skill was for in the first place, was completely uneccesary. Reaching the prerequisites and then buying/upgrading to the item you want is sufficient without the additional steps.

As for a lack of a skill tree, this comes with several implications. For one, it means all skills and bonuses are going to be baked directly into the class progression. It also means that things that normally provide “core” skills such as +5% Armor HP/Level are non existent, at least not in a universal sense that affects all dropsuits. And skills you earn will be applied specifically to that class and no other. I need to think more about how I feel about that shift in skill training.

 

About Pokey Dravon 170 Articles
Pokey Dravon has played DUST 514 since early closed beta and is a founding co-host of the Biomassed podcast and blog. Follow on twitter @PokeyDravon